dude, this is nto about me wanting my own system so badly, but rather that this system:
A) damage, heals etc are in no way customisable. Here, have your 20 base damage. By having base damage, spells that literaly are just to deal damage get a huge excess of points to spend. But really, that is just nitpicking, the least important point in terms of actual non-functionality, but frankly, this leaves no room to customisation. Rather, all the excess points people will have if they make a high level spell will leave spells cluttered. Why? Because effects dont stack. You can't buy an effect twice to make it do more stuff, nope, you just pile more effects on it.
A-b) also if you have 4 willpower at level 1, you can already buy a level 10 spell, with no drawbacks, and simply let it do 50 base damage. We dont even have 40 health, and unless health rules change drasticaly, we wont even have 50 health when we are level 10.
B) The percentages? Whut? We have about 40 health, regening 1% of it, grrrreat 0.4 health regen a turn, whoo. This will balance out that the enemy imbued his damaged, so now he deals 0.05 damage more! Clearly the 1% is a well rounded number.
C) The drawbacks. One turn of cooldown is equal to one turn of not being able to do anything at all? Likewise, 3 turns of cooldown give you the same benefit of actually killing yourself with a spell, in a huge display of sacrifice. If only Vegeta had known that beforehand. Or heck, lets be serious and leave the "sacrifice yourself" example away, as this is clearly not serious. 3 turns of cooldown is on the same level as 3 turns of taking NO action at all. Likewise it is equal to turning back to normal form and not being allowed to fight anymore, unless your normal form knows magic (check with sanures rules, I am not even sure that was allowed).
D) Apart from entirely nonfunctional stuff, the internal balancing is also very lackluster. Oh look, poison deals 1% damage (and an extra 1% for every 50 health the enemy has, so if he has 100 health, it deals 2%!) for 3 turns. Compare that to burning, which does 2 damage, +another 2 per will/strength rank, for 3 turns. So either you do 3 damage, or you do 18 (if you have LOW will/str). Both costs the same amount of points. Likewise you could spend 4 points on debuffing someones aim by -2, for the duration of your spell, since you have no choice in how long that is, 1-3 turns depending on level. Or you could spend 4 points on incapacitate and have the debuff last the entire fight. Or look at Sealed. This is a major drawback, which means you must spend one turn unsealing the spell, during which you can do nothing. NOW look at fatigue, which is a minor drawback which after casting a spell, means you can do nothing. Same effect, but sealed is major. BUT sealed is fucking BETTER because you can simply CHOSE not to unseal it. You can unseal it later, or not at all, and get straight back into action. Fatigue, well, you are fucked.
There were more examples of this, but the google doc was taken down before I could memorize them.
Also, actually be so kind and put the google doc back up, no, not because I want to rip it apart even more, but actually for what you, so hastily, implied I was unwilling to do, salvage what is already there. There is no reason to toss spell effects on the list, the more customisation the better. It just needs a massive balance overhaul.